poison me not
v1.0.0by JSCCustomDifficulty:
"Open Script Tool" pre-loads this script's characters directly on script.bloodontheclocktower.com, the same way it works from other script libraries.
Characters
Townsfolk
AcrobatEach night*, if either good living neighbour is drunk or poisoned, you die.
BalloonistEach night, you learn 1 player of each character type, until there are no more types to learn. [+1 Outsider]
CannibalYou have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.
Tea LadyIf both your alive neighbours are good, they can't die.
Snake CharmerEach night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
SailorEach night, choose an alive player: either you or they are drunk until dusk. You can't die.
RavenkeeperIf you die at night, you are woken to choose a player: you learn their character.
PhilosopherOnce per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
PacifistExecuted good players might not die.
OracleEach night*, you learn how many dead players are evil.
MonkEach night*, choose a player (not yourself): they are safe from the Demon tonight.
MinstrelWhen a Minion dies by execution, all other players (except Travellers) are drunk until dusk tomorrow.
Mathematician

Each night, you learn how many players' abilities worked abnormally (since dawn) due to another character's ability.
Outsider
DrunkYou do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
GoonEach night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment.
LunaticYou think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
SweetheartWhen you die, 1 player is drunk from now on.
Minion
PoisonerEach night, choose a player: they are poisoned tonight and tomorrow day.
Summoner

You get 3 bluffs. On the 3rd night, choose a player: they become an evil Demon of your choice. [No Demon]
Devil's AdvocateEach night, choose a living player (different to last night): if executed tomorrow, they don't die.
CerenovusEach night, choose a player & a good character: they are "mad" they are this character tomorrow, or might be executed.
Demon
KazaliEach night*, choose a player: they die. [You choose which players are which Minions. -? to +? Outsiders]
LleechEach night*, choose a player: they die. You start by choosing an alive player: they are poisoned - you die if & only if they die.
PukkaEach night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.
VigormortisEach night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbour. [-1 Outsider]
Fabled & Loric
DjinnUse the Djinn's special rule. All players know what it is.
Night order
First night
- 1DDusk
Start the Night Phase.
- 2MMinion Info
If there are 7 or more players, wake all Minions: Show the THIS IS THE DEMON token. Point to the Demon. Show THESE ARE YOUR MINIONS token. Point to the other Minions.
- 3DDemon Info
If there are 7 or more players, wake the Demon. Show the Demon token. Show all Minions. Show the THESE CHARACTERS ARE NOT IN PLAY token. Show 3 not-in-play good character tokens.
- 4
PhilosopherThe Philosopher either shows a 'no' head signal, or points to a good character on their sheet. If they chose a character: Swap the out-of-play character token with the Philosopher token and add the 'Is the Philosopher' reminder. If the character is in play, place the drunk marker by that player.
- 5
LunaticIf 7 or more players: Show the Lunatic a number of arbitrary 'Minions', players equal to the number of Minions in play. Show 3 character tokens of arbitrary good characters. If the token received by the Lunatic is a Demon that would wake tonight: Allow the Lunatic to do the Demon actions. Place their 'attack' markers. Wake the Demon. Show the Demon’s real character token. Show them the Lunatic player. If the Lunatic attacked players: Show the real demon each marked player. Remove any Lunatic 'attack' markers.
- 6
SailorThe Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.
- 7
LleechThe Lleech points to a player. Place the Poisoned reminder token.
- 8
PoisonerThe Poisoner points to a player. That player is poisoned.
- 9
Snake CharmerThe Snake Charmer points to a player. If that player is the Demon: swap the Demon and Snake Charmer character and alignments. Wake each player to inform them of their new role and alignment. The new Snake Charmer is poisoned.
- 10
Devil's AdvocateThe Devil’s Advocate points to a living player. That player survives execution tomorrow.
- 11
CerenovusThe Cerenovus points to a player, then to a character on their sheet. Wake that player. Show the 'This character selected you' card, then the Cerenovus token. Show the selected character token. If the player is not mad about being that character tomorrow, they can be executed.
- 12
PukkaThe Pukka points to a player. That player is poisoned.
- 13
BalloonistChoose a character type. Point to a player whose character is of that type. Place the Balloonist's Seen reminder next to that character.
- 14
MathematicianShow the hand signal for the number (0, 1, 2, etc.) of players whose ability malfunctioned due to other abilities.
- 15DDawn
Wait for a few seconds. End the Night Phase.
Other nights
- 1DDusk
Start the Night Phase.
- 2
PhilosopherIf the Philosopher has not used their ability: the Philosopher either shows a 'no' head signal, or points to a good character on their sheet. If they chose a character: Swap the out-of-play character token with the Philosopher token and add the 'Is the Philosopher' reminder. If the character is in play, place the drunk marker by that player.
- 3
SailorThe previously drunk player is no longer drunk. The Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.
- 4
PoisonerThe previously poisoned player is no longer poisoned. The Poisoner points to a player. That player is poisoned.
- 5
Snake CharmerThe Snake Charmer points to a player. If that player is the Demon: swap the Demon and Snake Charmer character and alignments. Wake each player to inform them of their new role and alignment. The new Snake Charmer is poisoned.
- 6
MonkThe previously protected player is no longer protected. The Monk points to a player not themself. Mark that player 'Protected'.
- 7
Devil's AdvocateThe Devil’s Advocate points to a living player, different from the previous night. That player survives execution tomorrow.
- 8
CerenovusThe Cerenovus points to a player, then to a character on their sheet. Wake that player. Show the 'This character selected you' card, then the Cerenovus token. Show the selected character token. If the player is not mad about being that character tomorrow, they can be executed.
- 9
LunaticAllow the Lunatic to do the actions of the Demon. Place their 'attack' markers. If the Lunatic selected players: Wake the Demon. Show the 'attack' marker, then point to each marked player. Remove any Lunatic 'attack' markers.
- 10
PukkaThe Pukka points to a player. That player is poisoned. The previously poisoned player dies.
- 11
VigormortisThe Vigormortis points to a player. That player dies. If a Minion, they keep their ability and one of their Townsfolk neighbours is poisoned.
- 12
LleechThe Lleech points to a player. That player dies.
- 13
AcrobatIf a good living neighbour is drunk or poisoned, the Acrobat player dies.
- 14
SweetheartChoose a player that is drunk.
- 15
RavenkeeperIf the Ravenkeeper died tonight: The Ravenkeeper points to a player. Show that player’s character token.
- 16
OracleShow the hand signal for the number (0, 1, 2, etc.) of dead evil players.
- 17
BalloonistChoose a character type that does not yet have a Seen reminder next to a character of that type. Point to a player whose character is of that type, if there are any. Place the Balloonist's Seen reminder next to that character.
- 18
MathematicianShow the hand signal for the number (0, 1, 2, etc.) of players whose ability malfunctioned due to other abilities.
- 19DDawn
Wait for a few seconds. End the Night Phase.
Summoner, Kazali, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.
Jinxes

Summoner & KazaliIf the Summoner creates a second living Demon, deaths tonight are arbitrary.

Mathematician & DrunkThe Mathematician learns if the Drunk's ability yielded false info or failed to work properly.

Mathematician & LunaticThe Mathematician learns if the Lunatic attacks a different player than the real Demon attacked.

Summoner & PukkaThe Summoner may summon a Pukka on the 2nd night instead of the 3rd.